/*
items.dm
All information required by the items system.
I haven't sorted this yet.
*/
obj/gettable/stackable/consumable
	potions
		icon='potions.dmi'
		var/potency=0
		var/myvarmod="hp"
		stacksize=50
		LeftClick(mob/player/caller)
			caller.vars[myvarmod] += potency
			if(caller.vars[myvarmod] > caller.vars["max[myvarmod]"])
				caller.vars[myvarmod] = caller.vars["max[myvarmod]"]

			//TODO: f_damage animations

		health
			Minor_Health_Potion
				potency=100
				icon_state="Minor Health Potion"
				LeftClick(mob/player/caller)
					..(caller)
					caller << "You restored [potency] health!"
		energy
			myvarmod="mp"
			Minor_Energy_Potion
				potency=100
				icon_state="Minor Energy Potion"
				LeftClick(mob/player/caller)
					..(caller)
					caller << "You restored [potency] energy!"
		/*
	potion
		icon = 'potions.dmi'
		verb/Drink()
			if(usr.coolDowns[effect]==0||!usr.coolDowns[effect])
				set src in usr
				if(istype(src,/obj/item/consumable/potion/health))
					usr.hp += src.power
					if(usr.hp>usr.maxhp)
						usr.hp=usr.maxhp
				if(istype(src,/obj/item/consumable/potion/magic))
					usr.mp += src.power
					if(usr.mp>usr.maxmp)
						usr.mp=usr.maxmp
				if(istype(src,/obj/item/consumable/potion/buff))
					usr.bonuses[effect]+=power
					usr.debuff(cooldown,effect,power)
				usr<<"Your [effect] was raised by [power]!"
				spawn()
					usr.coolDown(cooldown,effect)
				del src
		var
			power
			cooldown
			effect
		health
			effect = "hp"
			health1
				name = "Lesser Healing Potion"
				power = 20
				cooldown = 30
			health2
				name = "Minor Healing Potion"
				power = 50
				cooldown = 30
		magic
			effect = "mp"
			magic1
				name = "Lesser Mana Potion"
				power = 20
				cooldown = 30
			magic2
				name = "Minor Mana Potion"
				power = 50
				cooldown = 30
		buff
			strength
				effect = "str"
				weak
					name = "Potion of Goblin Strength"
					power = 5
					cooldown = 600
				medium
					name = "Potion of Ogre Strength"
					power = 20
					cooldown = 600
				strong
					name = "Potion of Dragon Strength"
					power = 50
					cooldown = 600
				great
					name = "Potion of Godly Strength"
					power = 100
					cooldown = 600
	spell
	food
		var
			value
			size
			effect
		meat
		veg
		fruit
		candy
			effect = "Sick++"
	projectile
		var
			power
			range
			ammoType
		arrow
			ammoType = /obj/item/equipment/weapon/bow
		bullet
			ammoType = /obj/item/equipment/weapon/gun
		other


*/